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Lady Maria

The document is a character sheet for a level 3 Paladin of the Oath of Vengeance, detailing various attributes, skills, features, and equipment. It includes information on abilities, hit points, saving throws, and spells available to the character. Additionally, it outlines personality traits, ideals, bonds, and flaws, providing a comprehensive overview of the character's profile in a Dungeons & Dragons context.

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duarte12b10costa
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0% found this document useful (0 votes)
11 views

Lady Maria

The document is a character sheet for a level 3 Paladin of the Oath of Vengeance, detailing various attributes, skills, features, and equipment. It includes information on abilities, hit points, saving throws, and spells available to the character. Additionally, it outlines personality traits, ideals, bonds, and flaws, providing a comprehensive overview of the character's profile in a Dungeons & Dragons context.

Uploaded by

duarte12b10costa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Show extra features

3 Paladin (Oath of Vengeance)


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TO CHANGE
THIS ICON
LEVEL & CLASS PLAYER NAME

Acolyte Human 900 Add: 2,700


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
+2 STR +1 INT
PRO

16 Armor Chain Mail

21 +2 17
Set Max HP
STRENGTH +1 DEX ● +2 WIS
Shield

+2 0 ● +4 CHA
CON
MAXIMUM PROFICIENCY ARMOR 0 Dex Medium Armor ● Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
15 1 Misc Dual Wielder
Temporary Hit Points: Misc
DEXTERITY
Immune to disease +1 ARMOR

+1 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

12 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
3 d10+0 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 12 ABILITY
SAVE DC
CHARISMA

0
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+1 Acrobatics (Dex) ● Light ● Medium ● Heavy ● Shields

PRO
PRO

11 0 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
● +3 Arcana (Int) > Divine Sense 3 LR
INTELLIGENCE +2 Athletics (Str) > Lay on Hands 15 LR LANGUAGES TOOLS & OTHERS

+1
+2 Deception (Cha) > Channel Divinity 1 SR Common
+1 History (Int) > Channel Divinity: Harness Divine Power 1 LR Abyssal
● +2 Insight (Wis)
12
> from Acolyte (background) (1/2)

● +4 Intimidation (Cha) > from Acolyte (background) (2/2)

+1 Investigation (Int) >


WISDOM
● +2 Medicine (Wis) >

0 +1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


0 Perception (Wis)

10 +2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+2 Persuasion (Cha) > Divine Sense Channel Divinity: Vow of Enmity< <

CHARISMA ● +3 Religion (Int) > Lay on Hands Channel Divinity: Harness Divine Power
< <

+2 +1 Sleight of Hand (Dex) > Channel Divinity: Abjure Enemy < <

+1 Stealth (Dex) [disadv.] > < <

0 Survival (Wis) > < <


15 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

10 PASSIVE WISDOM (PERCEPTION) Longsword ✔ Str Melee +4 1d8+2 Slashing


>
Versatile (1d10); Re-roll 1 or 2 on damage die when two-handed
DESCRIPTION

Javelin ✔ Str Melee, 30/120 ft +4 1d6+2 Piercing


>
Thrown
SENSES
>

NAME TOTAL NAME TOTAL


Javelins 5 >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Choose Feature
Add Features
Paladin (Oath of Vengeance), level 3:
◆ Divine Sense (Paladin 1, PHB 84) [1 + Charisma modifier per long rest] I see portents in all things. The gods attempt to communicate to
As an action, I sense celestials/fiends/undead/consecrated/desecrated within 60 ft us, we just need to pay attention. I venerate a distinct hero of
Until the end of my next turn, I sense the type/location if it is not behind total cover my faith, and persistently reference that individual's
◆ Lay on Hands (Paladin 1, PHB 84) [15× per long rest] accomplishments and lessons.
As an action, I can use points in my pool to heal a touched, living creature's hit points PERSONALITY TRAITS
I can neutralize poisons/diseases instead at a cost of 5 points per affliction
◆ Divine Smite (Paladin 2, PHB 85) Faith: I believe that my deity will direct my work. I have
When I hit a melee weapon attack, I can expend a spell slot to do +2d8 radiant damage confidence that if I work diligently, my work will be rewarded.
This increases by +1d8 for each spell slot level above 1st and +1d8 against undead/fiends (Lawful)
◆ Great Weapon Fighting Style (Paladin 2, PHB 84) IDEALS
Reroll 1 or 2 on damage if wielding two-handed/versatile melee weapon in both hands
◆ Spellcasting (Paladin 2, PHB 84) I will do whatever is necessary to keep my temple safe.
I can cast prepared paladin spells, using Charisma as my spellcasting ability
I can use a holy symbol as a spellcasting focus for my paladin spells
◆ Divine Health (Paladin 3, PHB 85)
BONDS
I am immune to disease, thanks to the power of my faith
◆ Channel Divinity (Paladin 3, PHB 85) [1× per short rest]
I place too much faith in those most powerful within my
◆ Channel Divinity: Abjure Enemy (Oath of Vengeance 3, PHB 88)
temple's hierarchy.
As an action, one creature within 60 ft that I can see me must make a Wisdom save
If failed, it is frightened and its speed is 0 despite bonuses; if success, its speed is halved
FLAWS
This lasts for 1 minute or until it takes damage; Undead/fiends have disadv. on save
◆ Channel Divinity: Vow of Enmity (Oath of Vengeance 3, PHB 88)
As a bonus action, I utter a vow against a creature I can see within 10 ft
I get adv. on attacks against it for 1 minute or until it drops to 0 HP or falls unconscious Feature Name: Shelter of the Faithful

I command the respect of those who share my faith. I can perform


the religious ceremonies of my faith. My companions and I can
expect free healing and care at an establishment of my faith, though
I must provide any material components needed for spells. Those
who share my religion will support me at a modest lifestyle.

BACKGROUND FEATURE

Human (+1 to two different ability scores of my choice)

Skills: I gain proficiency in one skill of my choice.

Feat: I gain one feat of my choice.

CLASS FEATURES RACIAL TRAITS Racial Options

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> Prayer book/wheel 5 > Backpack, with: 5 > Common clothes 3 CP

> Incense, sticks of 5 > - Blanket 3 > Holy symbol (type) 1


> Vestments 4 > - Candles 10 > Belt pouch (with coins) 1 SP
> > - Tinderbox 1 > Chain Mail 55
> > - Alms box 1 > Longsword 2 3
> > - Incense, blocks of 2 > Javelin 5 2 EP

> > - Censer 1 >


>
>
>
>
- Vestments
- Rations, days of 2
4
2
>
>
15 GP

> > - Waterskin 5 >


> > > PP

> > >


WEIGHT CARRIED
> > >
109 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
76 - 150 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
225 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 9 SUBTOTAL 24 SUBTOTAL 76 226 - 450 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
◆ Additional Paladin Spells (Optional Paladin 2, TCoE 52)
◆ Channel Divinity: Harness Divine Power (Optional Paladin 3, TCoE 52) [1× per long rest] > FEAT: Dual Wielder Human bonus feat [PHB 165]

As a bonus action, I can expend a use of my channel divinity to regain one used spell slot I can use two-weapon fighting even when the one-handed
The level of this spell slot can be no more than half my Proficiency Bonus (rounded up) melee weapons I'm wielding aren't light. I can draw or stow two
I can only do this so many times per long rest, even if I have uses of channel divinity left one-handed weapons when I would normally be able to draw or
stow only one. +1 AC while wielding separate melee weapons in
each hand.

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Medium
GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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TO CHANGE
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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Companion Options

RACE SIZE HEIGHT WEIGHT

COMPANION TYPE AGE GENDER ALIGNMENT


NAME

F
Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

DEXTERITY >

DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED

DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS

F EX
PRO

Acrobatics (Dex)
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)

CHARISMA Persuasion (Cha)


Religion (Int) FEATURES TRAITS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS

PASSIVE WISDOM (PERCEPTION)

SENSES

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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

CHARACTER NAME SPELL SLOTS

PALADIN SPELLS Charisma 3 +4 DC 12


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

1ST LEVEL

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


) Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.) — Abjur 1h Touch V,S,M† Instantaneous X 151
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Compelled Duel 1 crea save or dis. on attacks vs. not-me and save if moving more than 30 ft away Wis Ench 1 bns 30 ft V Conc, 1 min P 224
Cure Wounds 1 living creature heals 1d8+1d8/SL+2 (Cha) HP — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self V,S,M Conc, 10 min P 231
Divine Favor My weapon attacks deal an +1d4 Radiant damage for the duration — Evoc 1 bns Self V,S Conc, 1 min P 234
Heroism 1+1/SL crea immune to fear, gain+2 (Cha) temp. HP start of each turn as spell lasts — Ench 1a Touch V,S Conc, 1 min P 250
) Hunter's Mark 1 crea +1d6 dmg from my weapon atks; adv. Wis (Perception/Survival) vs. target; SL3: 8h; SL5: 24h — Div 1 bns 90 ft V Conc, 1 h P 251
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft V,S Instantaneous P 270
Searing Smite Next melee weapon hit +1d6+1d6/SL Fire dmg and target ignites: start of turn save to end or 1d6 dmg Con Evoc 1 bns Self V Conc, 1 min P 274
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
Thunderous Smite Next melee weapon hit +2d6 Thunder dmg and save or 10 ft push and prone; audible in 300 ft Str Evoc 1 bns Self V Conc, 1 min P 282
Wrathful Smite Next melee weapon hit +1d6 Psychic dmg and save or frightened; it can take 1 a for extra save Wis Evoc 1 bns Self V Conc, 1 min P 289
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly); Spell Sheet 1/1 Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
PLAYER REFERENCE LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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